Work over the last couple of weeks has been driving towards a refactor of the following items:
Level Design
In the current release of Rockochet, levels are procedurally generated using a 2D + height terrain algorithm. While this is great for spherical objects, the time it takes for details is better done by hand. This makes cracks, wells, and interesting features much easier to do. I have completed a "Level Designer" utility that can first procedurally generate a rock, then it allows touch-ups.
Level Progression
There are multiple layers in a level and the cyan colored "Ice" layer is the lowest level (3), progressing through Iron (4), methane (5), etc etc. In order to progress to a higher level, currently it is hard-coded to catch 3 of your currently level before the shield is upgraded, and the final level there is only 1 that *must* be captured. This refactor will allow an arbitrary number of stones for each level to be captured, including the final layer's stones. This goes hand-in-hand with the level designer refactoring.
Other Refactoring
There are some other behind the scenes refactoring going on. Previously all the parameters of a rock were just hard-coded in a list of tuples. Now they will be stored in an external configuration file which better allows for automation in building, testing, etc.
